Re: [mmox] Creating walled gardens considered harmful
Jon Watte <jwatte@gmail.com> Tue, 31 March 2009 15:20 UTC
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Date: Tue, 31 Mar 2009 08:21:12 -0700
From: Jon Watte <jwatte@gmail.com>
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To: Larry Masinter <masinter@adobe.com>
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Cc: MMOX-IETF <mmox@ietf.org>
Subject: Re: [mmox] Creating walled gardens considered harmful
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Larry Masinter wrote: >> http://tools.ietf.org/html/draft-jwatte-mmox-use-cases-00 >> > > " The point is > that interoperability does not require the source and the destination > to be from the same technology family, use the same simulation > technology, or even that the clients must understand protocols other > than those native to the respective simulation system." > > I don't understand how most of those use cases can be managed if > the source & destination have different simulation models, skeleton > structions, scripting languages, physics models, rendering engines, > etc. > > It's being done all the time in the DIS simulation model, and has been since the 1980s. You simply send the presentation information about the object. For an avatar, you present a mesh in some known format (COLLADA, X3D, etc), one or more textures in some known format (DDS, JPEG, etc), and one or more animations that are targeted to the mesh (again, COLLADA, X3D, BHV, etc). When that avatar moves, the "playing animation" property changes, and the observers can run the walk cycle animation if they care. The "velocity" and "position" properties will also change, and the observers can update the position of the entity, typically using dead reckoning. All the physics, simulation, skeleton etc gets operated on in the host system, so the fact that they are heterogenous doesn't matter. All a remote peer needs to understand is how to load and present assets in some common format. The key here is that the property names "current animation," "position" and "velocity" are well-known. In traditional simulation interop protocols (DIS, HLA, TENA etc), those map to numeric fields at some offset in some PDU. In order to make the system scale across different clients (cell phones, conference phones, full-immersion CAVEs, etc), separating the properties you're interested in, and identifying them by name, seems like a good idea -- look at the LESS protocol for an illustration of how this can be done. >> The benefit is that users of different virtual worlds can invite and >> communicate with each other using the virtual world metaphore, >> regardless of the particular virtual world technology used for their >> "home base" virtual world. >> > > I think this is "if you can do A, then you can do A". Why would anyone > want to do that, and how would it help them? > > Very simple: When I meet you, I can still use my inventory objects, and you can still use your inventory objects. Depending on the degree of interaction translation in the host systems, I may even be able to use your inventory objects, and vice versa. (Simple things like "activate" or "view heritage" or whatever are almost gimmies; harder things like "riding shotgun" may or may not be supported by any particular platform) > In section 2.2.1, the integration of a "plant" and a "city" requires > so many seams to be knit, I wonder how feasible it really is. Even > between virtual worlds with the same underlying infrastructure, welding > a "building" into a city requires a lot of work aligning, wouldn't it? > > Just wondering how practical these use cases are. > We are already doing these things using proprietary protocols, and using open, but military-centric protocols. I would be very happy if there was an extensible, adopted open standard protocol that we could do all this over, because then we wouldn't have to code up a new point solution for each new system that we encounter. (Of course, if those other systems didn't adopt the protocol, then that wouldn't help much) I predict that integration between virtual worlds will be very important a few years from now, so if there's already a well-known language for them to speak, that work will be easy. If there isn't, it won't :-) Sincerely, jw
- [mmox] Creating walled gardens considered harmful Morgaine
- Re: [mmox] Creating walled gardens considered har… Lisa Dusseault
- Re: [mmox] Creating walled gardens considered har… Lawson English
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Hurliman, John
- Re: [mmox] Creating walled gardens considered har… Mystical Demina
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Christian Scholz
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… James Kempf
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… zedmaster
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Kajikawa Jeremy
- [mmox] charter scope, thinking horizontally Larry Masinter
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] charter scope, thinking horizontally Morgaine
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] charter scope, thinking horizontally Jon Watte
- Re: [mmox] charter scope, thinking horizontally Larry Masinter
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] charter scope, thinking horizontally Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… James Stallings II
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Kari Lippert
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Lisa Dusseault
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Dan Olivares
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Larry Masinter
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Mystical Demina
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Christian Scholz